Jexar wrote: » I think that the 64 class system is too much, may be a nightmare to balance. Instead of combining classes with classes, my idea was to combine each class with an element and find a cool way to incorporate it into the lore. 3 specs to start, in future patches new specs could be added like for example a Crystal Healer for Earth, a dark ranger for shadow etc. Race + Element = 3 spec choices like in Vanilla Wow Each Element could have profession bonuses within their talent trees, say a Geomancer gets more Advanced Smelting. Nature could create wooden ammo Water could have unlimited mana in the water etc. Fighter Tank Assassin Ranger Caster Healer Earth Blade-dancer StoneGaurdian Geomancer Fire Dragon-Knight Rage-blade Pyro Nature Feral Druid Beast Master Shaman Air Rhonin Horse Archer Bard Ice Viking Lich Tundra-stalker Water Samurai Blood Knight Sea priest Lightning Dragon lancer Flash-blade Tempest Light Monk Paladin Cleric Shadow Soul Reaper Night-blade Warlock
Dralay wrote: » We don't even know yet what the class is going to do. For example, the sub-classes that branch off the main may literally just be primarily aesthetic changes, with a few stat changes to the abilities. Or it could be a big change that fundamentally changes how the class plays we simply have no idea yet. And I completely disagree if you want to have a game that is replayable and stays fresh you need to have many variations.
Jexar wrote: » I think that the 64 class system is too much, may be a nightmare to balance. Water could have unlimited mana in the water